Your argument is that Blizzard deliberately made a poor pvp-only change to make people quit playing the game? If your view of Blizzard as a company is that negative I wonder why you are using their forums, let alone playing their games.
To add my voice to this, I think almost all PvP players were on board with the theory behind the idea, but are not happy with the execution. For those who do not know, in LoD using weapon swap “reset” your character’s animations and therefore freed you from stun. This bug was essential for PvP balancing in LoD, but is not in D2R. As a result, PvP in D2R skewed more heavily towards builds focusing on stun-locking their opponents, which was tolerable, but some PvPers were not happy with losing this well-known 15+ year old mechanic.
The decision to replace what was essentially a feature of LoD PvP with a similar built-in mechanic makes sense in this respect. Indeed, the text of the change implies something many were on board with:
“Character hit recovery will now have diminishing returns when being hit by another player”
This would seem to imply that putting another player into hit recovery would have full effectiveness on the first instance and decrease in effectiveness each subsequent hit.
For example (in frames):
Hit 1: 12 frame hit recovery animation
Hit 2: 9 frame hit recovery animation
Hit 3: 6 frame hit recovery animation
Hit 4: 3 frame hit recovery animation
Hit 5: no hit recovery animation
This would have been in line with the stated “diminishing returns,” and would theoretically reset after you stop being hit by another player for a time.
Instead, as implemented, the “diminishing returns” are entirely binary (example):
Hit 1: 12 frame hit recovery animation
Hit 2: no hit recovery animation
This resets after a fixed period of time, but until then you are immune to stun. Rather than diminishing returns, it is 100% to 0%. This means that at higher cast rates, it is almost impossible to catch another player if they do not stop running away, dragging on the length of duels considerably and reducing the opportunity for team play. That is one of many issues arising from this change.
Tl;Dr: PvPers are ok with diminishing returns for FHR conceptually but 100->0 effectiveness on FHR is not “diminishing returns” and creates numerous issues for PvP